Stellaris

Stellaris

1,895 ratings
Real Space - New Arcologies
4
2
2
3
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
53.706 MB
13 Nov, 2023 @ 8:54am
20 May @ 5:52am
12 Change Notes ( view )
You need DLC to use this item.

Subscribe to download
Real Space - New Arcologies

In 1 collection by Annatar
Real Space Full Pack
16 items
Description
Real Space – New Arcologies v 1.0.6

This version is compatible with patch 4.0 Phoenix.

[boosty.to]
[discord.gg]
[vk.com]


Although Real Space is in the name, this mod is completely independent and does not require the use of Real Space.



As the name suggests, this mod adds new and interesting ways to turn the entire planet into a giant city, factory, or whatever for even more variety in the gameplay.
New types of arcologies have their own unique characteristics. To build them, you will need not only the ascension perk “Arcology Project” but also a special technology that can only be available in the perk field.
Initially, new arcologies were supposed to be part of New Frontiers, but I decided to highlight this as a separate mod, since this mod can greatly affect the already fragile balance in the game.
In the future, even more new and interesting arcologies will appear, including for Gestalt empires. I also plan to change the characteristics that greatly affect the balance in accordance with your feedback.



My work is completely dependent on your donations. I have a lot of plans, friends, but they will be realized only thanks to you.

As of late, Patreon no longer works for me. I can only get your help through Boosty[boosty.to] and am switching to the new support model. You can now choose which project to support. I will be able to start upgrading as soon as we raise the necessary amount. The good news is that updates will appear immediately on Steam and will be available to everyone.

[boosty.to]
Popular Discussions View All (3)
0
20 Dec, 2024 @ 8:18pm
Assembly Lines
MrTechMonkey
0
20 Aug, 2024 @ 3:52pm
Needs work on all your mods in general
FiauraTheTankGirl
0
29 Nov, 2023 @ 2:14am
German Localisation
Kucige
160 Comments
ChuTheMan 31 May @ 8:19am 
It's a sign @viirinsoftworks

time to use mods ;)
viirinsoftworks 31 May @ 5:32am 
I don't subscribe to your mod, or any mod, but Stellaris just gave me a workshop update to this mod. I have no idea why. Anyone have an idea?
夏目まさる 24 May @ 5:31am 
I only used this one mod for the test, the capital buildings will still be downgraded to the lowest level and clear all buildings and zones. The original Arcology wouldn't be like this.:steamsad:
jht_89 22 May @ 5:00pm 
You're very welcome, always happy to help :)

This mod reminds me of the old (and sadly abandoned) Masters of the Planet mod in some ways, so I'm looking forward to including it in my 4.0 modlist once I get my mess of a modlist into shape :)
Annatar  [author] 20 May @ 5:53am 
@jht_89 I fixed everything. Thank you very much!
jht_89 18 May @ 6:00am 
The next issue is that for your non-housing districts you've used code for some of the old (and now disabled) ecu districts, rather than basing them on the new specialised arcology districts (district_arcology_urban_1, district_arcology_urban_2 and district_arcology_urban_3). As a result, they have a lot more building slots that the UI can display (and those building slots can't be interacted with)

I believe the issue that 夏目まさる reported, along with the issues with city districts not being properly replaced stems from the way you're handling the district replacement, and I would suggest looking at the relic_world_conversion_effect (found in scripted_effects/federations_event_effects.txt) and the ecu creation event (in decisions/02_special_decisions.txt)

I hope this helps, and I'm looking forward to this mod working fully in 4.0 because I really like the idea of these kind of specialised worlds
jht_89 18 May @ 6:00am 
Just a couple of notes from looking over your district code and running some quick tests:

Firstly, you've added four districts to the manufactorum (which means it isn't possible to interact with the refinery district because the UI only has space for 3 districts).

Secondly your Agropolis appears to delete all but 1 of the standard city districts, meaning that the arcology housing district ends up filling the space for the first secondary district slot (pushing the leisure district out of the UI) although I can't see an immediately obvious reason for this.

Your Fortoria also has the same issue as the agropolis (with leaving one vanilla city district behind, and in addition due to the number of districts added both the Militiary and Intelligence arcologies are pushed out of the UI
夏目まさる 17 May @ 5:38pm 
When the decision is completed, the city district of the planet will be temporarily retained, and then deleted at next month. Buildings such as housing will also be cleared, and the capital building will be downgraded to the lowest level. I don't know if it's my problem.:steamsad:
etherealhope7777 17 May @ 8:41am 
Thanks for your hard work! i'm excited to play now that this mod has been updated!
xkuripuri 17 May @ 6:32am 
While I'm sure one can find out in-game, might be nice to include screenshots of their 4.0 effects!